I need help with my enemy collision.

My player dies when it collides with enemys but when my player sits still he takes no damage from enemys colliding with the player, here is my damage and ai script

DAMAGE SCRIPT.js

var Damage = 10;

function OnTriggerEnter (col : Collider) {
var player : FPSPlayer = col.GetComponent(FPSPlayer);

if (player) {
	player.ApplyDamage(Damage);
} else if (col.rigidbody) {	
	//Destroy(col.rigidbody.gameObject);
} else {
	//Destroy(col.gameObject);
}

}

function Reset () {
if (collider == null)
gameObject.AddComponent(BoxCollider);
collider.isTrigger = true;
}

AI Script.cs

using UnityEngine;
using System.Collections;

public class EnemyAI : MonoBehaviour {
public Transform target;
public int moveSpeed;
public int rotationSpeed;
public int maxDistance;

private Transform myTransform;

void Awake() {
	myTransform = transform;
}

// Use this for initialization
void Start () {
	GameObject go = GameObject.FindGameObjectWithTag("Player");
	
	target = go.transform;
	
	maxDistance = 1;
}

// Update is called once per frame
void Update () {

// Debug.DrawLine(target.position, myTransform.position, Color.yellow);

	//look at target
	myTransform.rotation = Quaternion.Slerp(myTransform.rotation, Quaternion.LookRotation(target.position - myTransform.position), rotationSpeed * Time.deltaTime);

	if(Vector3.Distance(target.position, myTransform.position) > maxDistance) {
		//move towards target
		myTransform.position += myTransform.forward * moveSpeed * Time.deltaTime;
	}
}}

Do both have Kinematic Rigidbodies? If not (from http://unity3d.com/support/documentation/Components/RigidbodySleeping.html):

When Rigidbodies fall to rest - a box
landing on the floor - they will start
sleeping. Sleeping is an optimization
which allows the Physics Engine to
stop processing those rigidbodies.
This way you can have huge amounts of
rigidbodies in your scene as long as
you make sure that they normally don’t
move.

Rigidbody sleeping happens completely
automatically. Whenever a rigidbody is
slower than the sleepAngularVelocity
and sleepVelocity it will start
falling asleep. After a few frames of
resting it will then be set to sleep.
When the body is sleeping, no
collision detection or simulation will
be performed anymore. This saves a lot
of CPU cycles.

Kinematic rigidbodies wake up sleeping
rigidbodies. Static Colliders do not.
If you have a sleeping rigidbody and
you move a static collider (A collider
without a Rigidbody attached) into the
rigidbody or pull it from underneath
the rigidbody, the sleeping rigidbody
will not awake.

My best guess:

So, since you are moving the enemies by transform rather than by rigidbody, I would assume you have just a collider on them and not rigidbodies. When the character is moving, its rigidbody is awake for collisions. When he is still, his rigidbody falls asleep and no longer detects collisions from non-rigidbodies…